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Topics - James Vella

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By user request I am releasing this script for free. Script attached to this post or download here.

- Select the objects you want to add the CoronaMappingRandomizer.
- Press the icon in the toolbar to run the script.

- Drag the script into your 3dsmax viewport.
- Customize > Customize User Interface > Toolbars > Category: Vella > Automate CoronaRandomizer
- Drag this toolbar button somewhere in your UI/Toolbars

Version 1.0 Features:
- Attaches all nodes in the material of the selected object to a CoronaMappingRandomizer.
- Currently adds a new CoronaMappingRandomizer, if you already have one for that material it will add another (might look into this later, code is available if you wish to try yourself).
- Supports Corona Physical and Corona Legacy materials.

randomizer" border="0

By user request I am releasing this script for free. Script attached to this post.

- You can copy/paste, change, learn from it or do whatever to suit your own workflow if you know maxscript.
- Works on scene materials (any object with a Corona Physical Material applied). Not on selected objects so be aware this will convert everything in that scene.
- Currently works with Standard Bitmap, not CoronaBitmap. For example will keep the bitmap as CoronaBitmap instead of converting it to Standard, will update in next verison.
- Be aware this is version 01 so there is probably issues to iron out, your feedback is required to make this better. FYI I don't plan on developing this long term, maybe or maybe not, no promises but for the time being happy to work on it in my spare time.

- Drag the script into your 3dsmax viewport.
- Customize > Customize User Interface > Toolbars > Category: Vella > Automate CoronaToPhysical

Version 1.0 Features:
- Base Color
- Roughness or Glossiness
- Anisotropy Amount / Rotation
- Metal
- Refraction (could be incorrect, still trying to work out how this works in Autodesk Physical)
- Thin Shell
- Opacity
- Emission / Self-Illumination
- Normal / Bump (numeric values kept default 0.3, let me know if this is an issue)
- Displacement
- Clearcoat Amount / Roughness / Bump
- Numerical values such as Base Color Amount, Roughness Amount, IOR value etc.
- Color swatches such as Base Color, Self-Illumination etc.

Exporting to FBX:
- FYI, export does not support the use of the 'Additional Bump' parameter. I have kept it for now since it will work directly in 3dsmax but could create an issue for exporting to FBX. Your feedback is required as I don't know the real-world implications.
- Currently all nodes are kept during the conversion so this also poses a problem for exporting to FBX. For example if you have your Base Color in a Falloff node then the Falloff is kept on conversion. Again real-world examples can help. I might even put a pop up if you prefer such as "Are you exporting to FBX Yes/No?". This way you can either keep all the nodes or just keep the bitmaps.

Corona Physical Material:
corona" border="0

Autodesk Physical Material:
phys" border="0

Ok well I cracked something together, again without some real-world examples it may be missing some features or break (see the screenshot at the bottom). Feel free to give me feedback and send me some material cases. Warning: Still in test phase, save your files and don't send me death threats... pretty please. Script attached to this post.

This is what it converts:
- Diffuse (if it cant find Diffuse texture it will use the Swatch Color)
- Roughness
- Opacity
- Metal
- Normal
- Multi-Sub materials supported

Other notes:
- Autodesk Physical Material to Corona Physical Material
- Using CoronaBitmap nodes instead of standard Bitmap nodes
- Keeps naming convention from Physical Material map nodes instead of 'CoronaBitmap' naming
- Gamma 2.2 for Diffuse, Gamma 1.0 for all other textures
- Normal texture goes into the 'Corona Normal > Input Image' node. If you use standard Bump I can put a clause in there to swap it over if it doesn't find your naming convention. For example if "_Normal.png" not found in texture name then place in "Additional Bump Mapping" slot instead.
- If Metal texture used then Corona Physical Material switches Metalness to 'Metal'. Again can be scripted to find a value instead and switch it on if < 0 or whatever.
- Careful regarding Metal Materials, follow the PBR guide, for Diffuse textures lowest black value 40, highest white value 240 otherwise your Metals will blank out at lower values. Metal textures still can use the 0-255 range. We could use the standard workflow Corona introduced when converting from Vray materials with Metal but I have my doubts about this 'Mix' value (for those who have done their own comparisons).
- Do not stack Multi-Sub materials within Multi-Subs.
- The script works scene wide, not on selected objects. Only converts Autodesk Physical Materials so wont affect Corona or Vray materials etc.
- Currently only working with bitmap nodes plugged in as per the screenshots below, I need real-world material cases to test all situations. Default material import settings from sketchup or whatever is best for fastest workflow. For example if by default a material imports with multiple nodes between the bitmap and material then this script will not work.

- Drag the .ms file into 3dsmax
- Customize > Customize User Interface > Toolbars > Category: Vella > Automate PhysicalToCorona > Drag this to your toolbar.
- Click the button

Autodesk Physical Material
Material-01-Phys" border="0

Corona Physical Material - Converted with script
Material-01-Corona" border="0

Autodesk Physical Material (Multi-Sub)
Multi-Sub-02-Phys" border="0

Corona Physical Material (Multi-Sub) - Converted with script
Multi-Sub-02-Corona" border="0

Example of how the script will break (currently) if there are extra nodes between the bitmaps and the material (In the Autodesk Physical Material). This is why I need real-world examples of imported materials. Once I have a few examples I will put some try/catches in so it skips over anything it cant find so the script will be more stable (Reminder I'm not a pro scripter, there is some recursive things going on I need to get my head around, enough for today).
Broken-Nodes" border="0

However there is a fairly simply workaround for now I could do that wont break, that is just copy the entire tree into the nodes. So that means whatever nodes connect to each material input will be retained. This means that the Bitmaps will be standard Bitmap nodes instead of CoronaBitmaps. But you could just use the Corona Conversion script after to convert those from Standard Bitmap to CoronaBitmap if you want, Let me know your thoughts. Here is an example.

General CG Discussion / Furniture Models for Archviz Artists
« on: 2019-11-15, 13:46:42 »
I thought Id create this thread so I can post models Im working on that are available for artists, also get feedback since you guys are the ones that will be using them. Also Id like to get a gauge on what you do and dont like (it can be anything from the design to the polycount or something that looks like it needs attention etc). I want to ensure the quality reflects the user experience essentially. Everything is original made and royalty free, you can use commercially or for projects whatever you like.

Furniture Kitbash Set
My idea for the first pack of models (there will be around 36) in this one is specifically for kitbashing, Im also providing them directly in case you want just a few pieces of the set without needing the whole lot or if you want to test out the quality. The idea behind this set is when doing exterior renderings of large apartments/house facades it would be nice to have a set of kitchens, living rooms, dining, plants, accessories etc that you can scatter using forestpro (ill also have this setup so you can just place it on colored squares or spline shapes) and then it automatically populates and randomly switches furniture sets/materials for each furniture piece, render below). It will also stick to the floor for furniture, pendants to the ceilings, artwork to the walls etc saving us time to focus on the exterior layout. Also by using forestpro it can clip by distance so your furniture doesnt need to render per camera saving ram etc if required.

The kit-bash set is specifically Low Polygon but keeping to a high standard (erring on the side of quality). Textures based on geometry size and keeping them all to around 512-1024px because of the distance involved, as well as having mostly basic materials (when I can, sometimes larger textures if really necessary to maintain quality). Also having them low poly (Keeping each set under 80k is the goal) means you can have many in the viewport with native mesh without causing problems, so far with all of these models in the scene I can still navigate at 100fps on a 1060GTX so the goal is it should be the same or close when finished, ill also provide proxy versions for outside cases but for now thats the plan.

I would love your feedback on any of these, feel free to jump into the conversation if you feel like you can add value as my hopes are keeping you involved in the creation process might be useful for you too if you have some things you or your business would like made specifically for some project and would be a win-win for both of us, or maybe you just feel like being apart of the design process :) I would be happy to give discount coupons on these items for those who make contributions that end up effecting the process in a positive way, as Id love to give back to the community that has helped me.

Also working on some kitchens at the moment, Im having a tough time deciding on the colors for the stools if you have an opinion on it Id love to hear it (WIP mind you)!

[Max] I need help! / Fault Tollerance Heap
« on: 2017-06-28, 07:48:33 »

"Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes. This may have severe performance impact on Corona. Please follow the link to learn how to solve the problem."

This information is listed in the help - I passed this on to our IT team as we have this message on every workstation and random crashes which means we are missing some of our deadlines. However - they told me that this is something the Corona team should be looking into as the FTH is there to help windows in these situations. It seems odd to me that any software would require changing system properties to work correctly?

Any insight into this would be much appreciated

[Max] I need help! / Vexus
« on: 2017-03-27, 06:06:31 »
I am trying to build some render passes for Corona using Vexus and having a few issues. I would like to clarify 2 things and potentially use this thread to feed back to the community solutions/further questions.

1. Lightmix/Post process - I would like to have a different lightmix per camera - how do I call this function with maxscript? eg Cam01_Lightmix.conf & Cam01_Post.conf

2. Where can I find a reference to all Corona code functions so I can put this node in myself - and any further nodes that do not exist in Vexus yet? (Im not the best with any code but Im willing to try) Currently Im referencing these two sites but Im hoping theres more information somewhere:


[Max] I need help! / No such file or directory
« on: 2016-05-10, 00:14:07 »
Ive had a sequence rendering for 24 hours, and not one single frame has output even though they only have 150pass limit. I keep getting this error on backburner.

I tried resending the job and deleting the elements path as It looked like from the asset tracker it was trying to save the elements there. This didnt work, as a test I tried delete all render elements (not really needed anyway for this pass) and it still wont render. It loads in the vfb, starts, but errors out along the way. Plenty of ram left, its only using 28gb of 64 so I should have enough. Anyone come across this issue?


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